Ranger Archive
Thread: Idea for new Ranger ability /coax
"A "lure trap"is in development"
- Actually I thought the same thing when I first read the post. ![]()
- But... That's not what the idea appears to be about. ![]()
"But... That's not what the idea appears to be about."
Oops, guess I didn't read it close enough. Still I'm unsure as to what this would accomplish.I believe a lair has a certain number of mobs it will spawn; this may speed up the time it takes to clear a "empty" a lair, but I'm not sure that is what you are suggesting. Are you suggesting allowing rangers to spawn more mobs from a lair than a non-ranger? I see nothing wrong with the tried and true, /attack & /peace method. I don't see any collateral damage on spawned mobs after an attack on the lair. I see now that it is an original idea, and for that, you get a sticker
(sorry N'Raas, stole that from you
)Maybe I don't understand it as you do, so again, sorry for jumping the gun on my first post. I hope you add to the post and clarify your idea, not to many original ideas around here...![]()
NerfBurger
"Still I'm unsure as to what this would accomplish"
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Flop
"if a said lair would spawn 10 mobs using the /attack /peace method, it would spawn 12 if a Ranger /coaxed the mobs out"
- Using the /coax command, he appears to want to pull more creatures over the existing lair limit.
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- Now, I don't know if it would be worth the effort to add such a command,so we can pulltwo more creatures per lair. ![]()
Very nice idea. To amplify the suggested skill, how about making /coax work immediatly and pop a creature. I know that when I farm, it can take some time for a new mob to pop.
Now, to clarify...
I think it would be a nice ability for a Ranger to draw more creatures per lair (perhaps only when solo?).
Since we currently /attack; /peace to cause mobs to spawn, but also damage the lair in the process, I though an ability to spawn the mobs without attacking would be neat. To explain the extra mobs per lair for the /coax ability, we would say that the current /attack method causes "collateral damage" to the mobs still in the lair. /coax would not cause this "collateral damage", thus resulting in more mobs per lair for Rangers with the /coax skill.
The number/percentage of extra mobs could be based upon the Rangers skill or be a fixed amount. I just used the 10/12 mob as an example. That is a 20% increase, though, and I don't think it should be much higher or it would really begin to affect the economy.
This ability would help a lot with explorer missions. Suppose I had a mission to kill 45 Whatever Mobs. If a lair currently provides 10 of these mobs, I would need to find 5 lairs. However, if I could /coax extra mobs from the lair, I would only need 4 lairs to reach my goal.
I also like the ability someone mentioned above that you would have the option to spawn all the mobs at once, instead one or two at a time.
Although my proposal seems minor (and I admit, I pulled the number of mobs off the top of my head... I did mention I was rushed
Hopefully, this made my idea a little more clear...